![]() The number of neighbors is a crucial factor in military matters, and for game balance purposes. Third, you need to bear in mind the number of connections a province has to neighboring territories. If you don´t do this, you'll end up with all sorts of unintuitive thoughts when it comes to where units should move and how quickly. Second, you need to have a rather convex shape of a province. “What?” I hear you say? “Did I hear that right?”Ī game map has to communicate a lot of information quickly, so first of all you need to be sure you can fit all the necessary graphical elements into the province. So I want to clarify that when we make the designs of the provinces But in the long run, historical shapes for provinces are not really relevant. We occasionally get comments from our players that our province borders are ahistorical – that they do not accurately reflect the composition of nations or their historical shape. We increased the resolution in the Divine Wind expansion, which helped a lot with how the map looked but the provinces still felt a little weird – the borders didn't look as natural as we wanted them.Īt this point, we haven't yet come to the phase where the borders will be tweaked, but our ultimate goal is to make borders feel smooth and adapted to the real life terrain and historical borders. In Europa Universalis III (EU3), we built the map with quite low resolution. ![]() To understand where we are going, it's important to understand where we've been. The feeling and atmosphere created by the map is important and will not make your eyes bleed. This means making the map more intuitive, more attractive and something you won't mind staring at for hours on end. You know it, we know it.Ĭrusader Kings II (CK2) was a large step forward in terms of visuals for us, but in Europa Universalis IV, we hope to take it one step further and add a few bells and whistles,īecause we really want the world to come alive for you. If you are familiar with Paradox Development Studio (PDS) games, then you already know that the map is almost everything. If the world of Europa Universalis IV is your playground, then the map is the sandbox – this is where you shape your plans and turn various traits associated with the territories into mighty empires. Welcome to the first installment in our development diary series for Europa Universalis IV (EU4)! Last week's little prologue doesn't really count
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